Wednesday, March 11, 2009
Time to move on...
Several years ago I decided I wanted a place online to now and then post some thoughts and blogspot was the place I found. Since then it and now blogger have been a good home for me, but I feel it is time for me to move on. I don't plan to close/remove this site so old friends should still be able to find me, but I will no longer be posting here.
The new site is up and ready (including old posts) and I have already started writing new posts, though there is still some work to be done.
Thanks again blogger. Continue Reading....
The new site is up and ready (including old posts) and I have already started writing new posts, though there is still some work to be done.
Thanks again blogger. Continue Reading....
Posted by
MrAnderson
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Tuesday, March 10, 2009
Free Ride
I have been doing a bit of research checking out some of the free to play games out there. When I do I will try to jot down some thoughts and post them here in the Free Ride sections of my mind.
Yesterday, I downloaded and installed Perfect World International. Thus far I only have very short amount of time with it but I already have a few thoughts, presented below in super fast bullet point fashion.
The lack of inverted mouse look and customizable keybinds almost enough to make me uninstall it. Yes, I am a "controls" snob, but I will try and give the game a bit more time. Yet I suspect it will not "grab" me, even if the setting and character design impress me, because usability, user interface, and user control are such sticky points for me these days.
Today's test was Wizards101.
Another free to play MMO, this one obvisously geared toward the younger "Harry Potter" crowd. The setting and controls work well, and seem easy enough for anyone to figure out, though sadly no invert mouselook. What is it with companies I don't care what your default is, but please make inversion an option.
Chat has two modes; menu and text. To have access (see and type) text chat you have to have parental permission or be over 13. If you dont have access to the text chat, the game has a series of "conversation" parts in a menu. The system works well,and allows a bit of protection for the kiddos.
As for the gameplay its a neat mix between old school turn based combat, and a collectible card game. Your avatar collects cards,and fashions them into a deck,and only the cards in your current deck are available during combat. Combat with "bad guys" starts when your avatar gets near a baddy, it then places all the combat participants around in a circle (the player, the bad guys, and any players that want to help). Each participant is given a chance to select a card to play, and the effects of those cards play out one after another, in standard turn based fashion. Reduce your opponents health to zero and you win; collect your loot and XP, gain XP to access new cards. I am sure there are a bunch of subtleties I have not picked up on yet, but that's the base game play.
Overall I think the game works. It is a bit to simple for me and again the mouse look drives me crazy, but I would be happy to let my kiddo play it. Continue Reading....
Yesterday, I downloaded and installed Perfect World International. Thus far I only have very short amount of time with it but I already have a few thoughts, presented below in super fast bullet point fashion.
- For a free game it looks pretty good and ran well.
- Some of the avatar customization options were not made clear to me.
- The quest system, actions and shortcut bar have a distinct "old school" feel to them.
- Lack of customizable key binds = bad
- no ability to invert the mouse = me sick
- left clicking to do most things + the left click to move = bad
- There did seem to be a good number of other players around that first city.
- It has lots of fantastical elements. Very over the top.
The lack of inverted mouse look and customizable keybinds almost enough to make me uninstall it. Yes, I am a "controls" snob, but I will try and give the game a bit more time. Yet I suspect it will not "grab" me, even if the setting and character design impress me, because usability, user interface, and user control are such sticky points for me these days.
Today's test was Wizards101.
Another free to play MMO, this one obvisously geared toward the younger "Harry Potter" crowd. The setting and controls work well, and seem easy enough for anyone to figure out, though sadly no invert mouselook. What is it with companies I don't care what your default is, but please make inversion an option.
Chat has two modes; menu and text. To have access (see and type) text chat you have to have parental permission or be over 13. If you dont have access to the text chat, the game has a series of "conversation" parts in a menu. The system works well,and allows a bit of protection for the kiddos.
As for the gameplay its a neat mix between old school turn based combat, and a collectible card game. Your avatar collects cards,and fashions them into a deck,and only the cards in your current deck are available during combat. Combat with "bad guys" starts when your avatar gets near a baddy, it then places all the combat participants around in a circle (the player, the bad guys, and any players that want to help). Each participant is given a chance to select a card to play, and the effects of those cards play out one after another, in standard turn based fashion. Reduce your opponents health to zero and you win; collect your loot and XP, gain XP to access new cards. I am sure there are a bunch of subtleties I have not picked up on yet, but that's the base game play.
Overall I think the game works. It is a bit to simple for me and again the mouse look drives me crazy, but I would be happy to let my kiddo play it. Continue Reading....
Posted by
MrAnderson
at
1:04 PM
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Different Raid Group, Different Tactics
I am amazed at how differently one raid group will tackle a boss compared to another. I usually try to run with people I have raided with before, and most of the time with raid leaders I have run with before. This leads to me getting very used to doing things a particular way, but I do understand some fights have different ways to do things. Yet there are other fights when one way is used because it is simply better and I believe the 4-horsemen encounter is such a fight.
I am not going to explain the whole fight here, but the key is that each boss emits an aura that will but a debuff on any players in range. Each time the debuff is applied, damage is taken by the player, and increasing with each count. To avoid this, the idea is to move away from the aura and let it completely fade; or move the NPC away :)
Moving the front NPC s back and forth in the front rather than the players is the way we do this, when we are not just burning them down. We do this so to reduce the chances that anyone other than a tank gets a 4th stack. What happens is at three stacks, the tanks start running to the middle with the bossed in tow and everyone else back up just a bit into their corner. At the middle , or near it, the tanks taunt the opposite boss and drag them back to the corner the tank started in. Yes, this does require a bit of work by the tanks to time the swaps and will probably take some practice but it makes the fight so much cleaner.
In fact it works so well and is the way I have done it with every other raid I have faced them with, that I did not even consider having players swap as an option. To me there there area only two ways to do the fight; boss swap or boss burn. That is until tonight when I wiped a raid I tagged along with, when they swapped players.
When the switch happened I was very confused standing in my corner and getting a 4th and 5th stack, and having my tank out of range. Note, I did not make that mistake the second time, and we passed the encounter. It was still more messy than I would have preferred *shrug* but its not my regular raid, so I made no comments for now. Though I think I will chat with that raid leader tomorrow and explain why my regular group, and everyone else I know, does it different.
In the end that fight simply re-iterated to me that some people will work out tactics that are completely different from how I would do it. Continue Reading....
I am not going to explain the whole fight here, but the key is that each boss emits an aura that will but a debuff on any players in range. Each time the debuff is applied, damage is taken by the player, and increasing with each count. To avoid this, the idea is to move away from the aura and let it completely fade; or move the NPC away :)
Moving the front NPC s back and forth in the front rather than the players is the way we do this, when we are not just burning them down. We do this so to reduce the chances that anyone other than a tank gets a 4th stack. What happens is at three stacks, the tanks start running to the middle with the bossed in tow and everyone else back up just a bit into their corner. At the middle , or near it, the tanks taunt the opposite boss and drag them back to the corner the tank started in. Yes, this does require a bit of work by the tanks to time the swaps and will probably take some practice but it makes the fight so much cleaner.
In fact it works so well and is the way I have done it with every other raid I have faced them with, that I did not even consider having players swap as an option. To me there there area only two ways to do the fight; boss swap or boss burn. That is until tonight when I wiped a raid I tagged along with, when they swapped players.
When the switch happened I was very confused standing in my corner and getting a 4th and 5th stack, and having my tank out of range. Note, I did not make that mistake the second time, and we passed the encounter. It was still more messy than I would have preferred *shrug* but its not my regular raid, so I made no comments for now. Though I think I will chat with that raid leader tomorrow and explain why my regular group, and everyone else I know, does it different.
In the end that fight simply re-iterated to me that some people will work out tactics that are completely different from how I would do it. Continue Reading....
Posted by
MrAnderson
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1:03 PM
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Monday, March 09, 2009
Operation Contacts 04
This is part 4 of my ongoing “Operation Contacts” campaign. A campaign in which I am attempting to gather some contact info for real people at places I have either already sent resumes to, or places I am interested in working at.
Today’s target: NCSoft West
I have been impressed with many of the products their studios have produces, and over the last three weeks I have added several positions my profile with them. At least two of those positions are still listed on their jobs page; QA Testers, and Sr. QA Tester. I believe I could fill either of those roles and would be very willing to move for them.
The first of the positions is particularly interesting to me since it looks to be at Carbine Studios; the studio where Tim Cain is currently at. There has not been much news on what the studio is working on, but given NCSoft's focus on MMOs that genre would be a safe bet and one that very much excites me. I am very curious to know about what they are working on, but with Mr. Cain involved I would probably take the job even without knowing more information.
The other position, from the description, sounds like one working on on going content for an existing MMO; my guess would be City of Heroes. This is a game I played a lot of when it first launched, and still greatly enjoy. It has one of the best character/costume creations systems in the industry, one I literally spent whole nights messing with, and is a game I would be happy to help continue to support.
So as usual, if anyone who happens to stumble upon this knows anyone I could contact directly at NCSoft West, or Carbine Studios to talk a bit about these positions, please email me.
Thanks. Continue Reading....
Today’s target: NCSoft West
I have been impressed with many of the products their studios have produces, and over the last three weeks I have added several positions my profile with them. At least two of those positions are still listed on their jobs page; QA Testers, and Sr. QA Tester. I believe I could fill either of those roles and would be very willing to move for them.
The first of the positions is particularly interesting to me since it looks to be at Carbine Studios; the studio where Tim Cain is currently at. There has not been much news on what the studio is working on, but given NCSoft's focus on MMOs that genre would be a safe bet and one that very much excites me. I am very curious to know about what they are working on, but with Mr. Cain involved I would probably take the job even without knowing more information.
The other position, from the description, sounds like one working on on going content for an existing MMO; my guess would be City of Heroes. This is a game I played a lot of when it first launched, and still greatly enjoy. It has one of the best character/costume creations systems in the industry, one I literally spent whole nights messing with, and is a game I would be happy to help continue to support.
So as usual, if anyone who happens to stumble upon this knows anyone I could contact directly at NCSoft West, or Carbine Studios to talk a bit about these positions, please email me.
Thanks. Continue Reading....
Posted by
MrAnderson
at
1:53 PM
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Saturday, March 07, 2009
Life at the cap
For the last two weeks I have only logged into World of Warcraft to raid and the sad part is I don't feel like I am missing out on anything. Well that is not entirely true; I do miss out on some socializing. Though when I think about the game play and ways to advance my character, the only things other than the raids I could do would involve stockpiling gold or emblems which I don't really need more of. Sure I could work on an alt, but I feel attached to my priest. She is the one I have always wanted to level, she is the one I have sunk gold and time into, she is the one I want to play. Yet, there is nothing outside pve of raids that I can do to advance her.
This has been a problem with wow from its launch, and I am surprised that two expansions later and they still have not done something about it. Why must gear be the only way to advance a character at the level cap? I know I could work on achievements, and at one point I was 15th on my server, but achievement points do not improve my character. I want wow to embrace the idea of alternate/advanced experience. Give me another bar to fill, give me more points to gain, give me new or improved abilities to want. For example if there was way outside of 25 man raiding for me to get a Greater Heal spell that cost 5% less mana than the one I have now, I would work toward that.
Blizzard has made it so easy to level to the cap, and lowered the barrier to entry to raiding, to give more people something to do at the cap, yet in the end you can only do a couple of raids a week. So what do you want to fill your time with? Blizzard answer is alts or PvP; I say bah. The next patch does not look like it is going to change much of this. Sure I will have to adapt to the class changes, and there will be a new raid I can go to one a week, but still how do I fill the down time in between?
There is always hope they will address the issue in the next expansion. *shrug* Continue Reading....
This has been a problem with wow from its launch, and I am surprised that two expansions later and they still have not done something about it. Why must gear be the only way to advance a character at the level cap? I know I could work on achievements, and at one point I was 15th on my server, but achievement points do not improve my character. I want wow to embrace the idea of alternate/advanced experience. Give me another bar to fill, give me more points to gain, give me new or improved abilities to want. For example if there was way outside of 25 man raiding for me to get a Greater Heal spell that cost 5% less mana than the one I have now, I would work toward that.
Blizzard has made it so easy to level to the cap, and lowered the barrier to entry to raiding, to give more people something to do at the cap, yet in the end you can only do a couple of raids a week. So what do you want to fill your time with? Blizzard answer is alts or PvP; I say bah. The next patch does not look like it is going to change much of this. Sure I will have to adapt to the class changes, and there will be a new raid I can go to one a week, but still how do I fill the down time in between?
There is always hope they will address the issue in the next expansion. *shrug* Continue Reading....
Posted by
MrAnderson
at
12:23 PM
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Thursday, March 05, 2009
Thursday Thoughts
Involve Test Early and Often
Time for a bit of rambling ranting on a topic that I have perceived and grumbled about for a long time:
Why is test often integrated into the design and production of a product, particularly games, so late in the life cycle?
As games get larger and more complex, there becomes a lot more that could break and hence more work for test. While the software industry as a whole has been trying to move to embrace "agile development", "scrum teams", and other PM and Dev styles that integrate testing at the start, game studios seem to be stuck in more traditional methods. I find this ironic, since many of the computer/video game pioneers essentially ran their teams/companies in what today would be considered extreme agile development.
The idea is that a lot of what Test does involves documentation, and by this I don't just mean a bunch of files that describe this or that, but the actual test cases, test suites, test "plans", test procedures. These are the items that the testers use to do their job, and if a team is dropped into a project in the middle they have a lot of catch up work to do.
If Test is represent even at the earliest design meetings, they can start creating test cases for those designs, convert those to tests for prototypes, and so on and so on. Will a lot of that work be trashed? As often as game designs change, yes that is a possibility. Though instead of trashing, track those changes, use previous work to build upon the next so you don't have to start from scratch each time.
Another benefit to Test being there early and often is understanding of the designer & programmer vision, timely knowledge of changes, and why a change was made. Often unintentionally test teams are end up segregated from the design and programming teams, its almost an US vs THEM feeling that can arise. When in it should be a "we are all in this boat together" environment. Have Test involved from the start, even if its just a single Test Lead, and actively keeping the team as a whole involved will do a lot to help foster a inclusive attitude.
As a production starts to ramp up and more testers are brought on board, I think they should be located right in the middle of the developers working on the features they are testing. Testers should "know" the people producing what they are testing, and the programmers/designers/artists should "know" the tester. The tester should be involved in all the meetings related to their features, and I would even go as far as to allow them a voice in those meetings. They might have experience that gives them insight into how something may or may not work, or a suggest on how to attack testing a proposed feature/function.
Again "scrum" , "agile", and "test driven" development are just a few of the ways the larger software industry is working to improve the process of creating software, and a few studios are experimenting with similar setups. I think that's great, but I know its hard to covert established processes to new ones overnight. So I suggest taking one baby step: Invite a dedicated tester to sit in on your design meetings, starting with the very first.
Continue Reading....
Time for a bit of rambling ranting on a topic that I have perceived and grumbled about for a long time:
Why is test often integrated into the design and production of a product, particularly games, so late in the life cycle?
As games get larger and more complex, there becomes a lot more that could break and hence more work for test. While the software industry as a whole has been trying to move to embrace "agile development", "scrum teams", and other PM and Dev styles that integrate testing at the start, game studios seem to be stuck in more traditional methods. I find this ironic, since many of the computer/video game pioneers essentially ran their teams/companies in what today would be considered extreme agile development.
The idea is that a lot of what Test does involves documentation, and by this I don't just mean a bunch of files that describe this or that, but the actual test cases, test suites, test "plans", test procedures. These are the items that the testers use to do their job, and if a team is dropped into a project in the middle they have a lot of catch up work to do.
If Test is represent even at the earliest design meetings, they can start creating test cases for those designs, convert those to tests for prototypes, and so on and so on. Will a lot of that work be trashed? As often as game designs change, yes that is a possibility. Though instead of trashing, track those changes, use previous work to build upon the next so you don't have to start from scratch each time.
Another benefit to Test being there early and often is understanding of the designer & programmer vision, timely knowledge of changes, and why a change was made. Often unintentionally test teams are end up segregated from the design and programming teams, its almost an US vs THEM feeling that can arise. When in it should be a "we are all in this boat together" environment. Have Test involved from the start, even if its just a single Test Lead, and actively keeping the team as a whole involved will do a lot to help foster a inclusive attitude.
As a production starts to ramp up and more testers are brought on board, I think they should be located right in the middle of the developers working on the features they are testing. Testers should "know" the people producing what they are testing, and the programmers/designers/artists should "know" the tester. The tester should be involved in all the meetings related to their features, and I would even go as far as to allow them a voice in those meetings. They might have experience that gives them insight into how something may or may not work, or a suggest on how to attack testing a proposed feature/function.
Again "scrum" , "agile", and "test driven" development are just a few of the ways the larger software industry is working to improve the process of creating software, and a few studios are experimenting with similar setups. I think that's great, but I know its hard to covert established processes to new ones overnight. So I suggest taking one baby step: Invite a dedicated tester to sit in on your design meetings, starting with the very first.
Continue Reading....
Posted by
MrAnderson
at
2:02 PM
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comments
Thursday Thoughts
Involve Test Early and Often
Time for a bit of rambling ranting on a topic that I have perceived and grumbled about for a long time:
Why is test often integrated into the design and production of a product, particularly games, so late in the life cycle?
As games get larger and more complex, there becomes a lot more that could break and hence more work for test. While the software industry as a whole has been trying to move to embrace "agile development", "scrum teams", and other PM and Dev styles that integrate testing at the start, game studios seem to be stuck in more traditional methods. I find this ironic, since many of the computer/video game pioneers essentially ran their teams/companies in what today would be considered extreme agile development.
The idea is that a lot of what Test does involves documentation, and by this I don't just mean a bunch of files that describe this or that, but the actual test cases, test suites, test "plans", test procedures. These are the items that the testers use to do their job, and if a team is dropped into a project in the middle they have a lot of catch up work to do.
If Test is represent even at the earliest design meetings, they can start creating test cases for those designs, convert those to tests for prototypes, and so on and so on. Will a lot of that work be trashed? As often as game designs change, yes that is a possibility. Though instead of trashing, track those changes, use previous work to build upon the next so you don't have to start from scratch each time.
Another benefit to Test being there early and often is understanding of the designer & programmer vision, timely knowledge of changes, and why a change was made. Often unintentionally test teams are end up segregated from the design and programming teams, its almost an US vs THEM feeling that can arise. When in it should be a "we are all in this boat together" environment. Have Test involved from the start, even if its just a single Test Lead, and actively keeping the team as a whole involved will do a lot to help foster a inclusive attitude.
As a production starts to ramp up and more testers are brought on board, I think they should be located right in the middle of the developers working on the features they are testing. Testers should "know" the people producing what they are testing, and the programmers/designers/artists should "know" the tester. The tester should be involved in all the meetings related to their features, and I would even go as far as to allow them a voice in those meetings. They might have experience that gives them insight into how something may or may not work, or a suggest on how to attack testing a proposed feature/function.
Again "scrum" , "agile", and "test driven" development are just a few of the ways the larger software industry is working to improve the process of creating software, and a few studios are experimenting with similar setups. I think that's great, but I know its hard to covert established processes to new ones overnight. So I suggest taking one baby step: Invite a dedicated tester to sit in on your design meetings, starting with the very first.
Continue Reading....
Time for a bit of rambling ranting on a topic that I have perceived and grumbled about for a long time:
Why is test often integrated into the design and production of a product, particularly games, so late in the life cycle?
As games get larger and more complex, there becomes a lot more that could break and hence more work for test. While the software industry as a whole has been trying to move to embrace "agile development", "scrum teams", and other PM and Dev styles that integrate testing at the start, game studios seem to be stuck in more traditional methods. I find this ironic, since many of the computer/video game pioneers essentially ran their teams/companies in what today would be considered extreme agile development.
The idea is that a lot of what Test does involves documentation, and by this I don't just mean a bunch of files that describe this or that, but the actual test cases, test suites, test "plans", test procedures. These are the items that the testers use to do their job, and if a team is dropped into a project in the middle they have a lot of catch up work to do.
If Test is represent even at the earliest design meetings, they can start creating test cases for those designs, convert those to tests for prototypes, and so on and so on. Will a lot of that work be trashed? As often as game designs change, yes that is a possibility. Though instead of trashing, track those changes, use previous work to build upon the next so you don't have to start from scratch each time.
Another benefit to Test being there early and often is understanding of the designer & programmer vision, timely knowledge of changes, and why a change was made. Often unintentionally test teams are end up segregated from the design and programming teams, its almost an US vs THEM feeling that can arise. When in it should be a "we are all in this boat together" environment. Have Test involved from the start, even if its just a single Test Lead, and actively keeping the team as a whole involved will do a lot to help foster a inclusive attitude.
As a production starts to ramp up and more testers are brought on board, I think they should be located right in the middle of the developers working on the features they are testing. Testers should "know" the people producing what they are testing, and the programmers/designers/artists should "know" the tester. The tester should be involved in all the meetings related to their features, and I would even go as far as to allow them a voice in those meetings. They might have experience that gives them insight into how something may or may not work, or a suggest on how to attack testing a proposed feature/function.
Again "scrum" , "agile", and "test driven" development are just a few of the ways the larger software industry is working to improve the process of creating software, and a few studios are experimenting with similar setups. I think that's great, but I know its hard to covert established processes to new ones overnight. So I suggest taking one baby step: Invite a dedicated tester to sit in on your design meetings, starting with the very first.
Continue Reading....
Posted by
MrAnderson
at
2:02 PM
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comments
Operation Contacts 03
This is part 3 of my ongoing campaign “Operation Contacts”; attempting to gather some contact info for real people at places I have already sent resumes to, or am just interested in working at.
Today's target is Southpeak Games. They have a "senior" and "experienced" tester positions posted on their website either of which, I believe, I would be a great fit.
These postings interest me for two big reasons; exposure to testing on a variety of different consoles and the office is local. While there are many companies I would move for, not having to move is a huge bonus I have to consider. (Plus it makes personal meetings much easier) I would really like an opportunity to actually chat with someone at SouthPeak about me filling a role there, so if anyone has a name or email address they could share please pass it along.
Thanks. Continue Reading....
Today's target is Southpeak Games. They have a "senior" and "experienced" tester positions posted on their website either of which, I believe, I would be a great fit.
These postings interest me for two big reasons; exposure to testing on a variety of different consoles and the office is local. While there are many companies I would move for, not having to move is a huge bonus I have to consider. (Plus it makes personal meetings much easier) I would really like an opportunity to actually chat with someone at SouthPeak about me filling a role there, so if anyone has a name or email address they could share please pass it along.
Thanks. Continue Reading....
Posted by
MrAnderson
at
10:41 AM
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Wednesday, March 04, 2009
Wednesday Wobble
Today in Middle earth I started yet another character, a minstrel named Bogindoc.
That puts me at four created characters thus far on this venture into Lotro; a champion, huntress, rune keeper, and minstrel. I am impressed that even at the low levels they all play very differently, and that's refreshing when I am swapping between them. In a lot of games when character abilities are limited at the low levels, the classes don't feel very different from one another. I am either hitting something with a stick or shooting it with some sort of projectile. Yes lotro has that too, but from the get go each class has a hook that differentiates it from the others.
One thing I can say is, the Shire is my favorite starting area. It’s as pretty as the elf lands, and the good pacing of the human lands. The human area would be next, the pacing there is really good and the story lines are fun. Last would be the elf/dwarf area; it starts off ok, but the pacing and spacing of the quests are terrible. I am not sure what happened at Turbine, and why the quests here are so lacking. Apparently I am not the only one that has thought this since they are addressing it in the next patch.
I look forward to that. Continue Reading....
That puts me at four created characters thus far on this venture into Lotro; a champion, huntress, rune keeper, and minstrel. I am impressed that even at the low levels they all play very differently, and that's refreshing when I am swapping between them. In a lot of games when character abilities are limited at the low levels, the classes don't feel very different from one another. I am either hitting something with a stick or shooting it with some sort of projectile. Yes lotro has that too, but from the get go each class has a hook that differentiates it from the others.
- The champion builds fervor with some attacks and spends it on others.
- The Hunter builds up focus when standing still, and looses it when they move or fire off a big attack.
- The Rune Keeper has an attunement scale that moves between battle, balance, and healing based on the spells they are casting. Cast more battle spells the better they are but you get locked out of healing. Cast more healing and the healing gets better, but you are locked out of battle.
- The minstrel has different tiers of songs, they must have recently played a lower level tier in order to play a song from the next. Which they want to do because each higher tier’s songs are stronger.
One thing I can say is, the Shire is my favorite starting area. It’s as pretty as the elf lands, and the good pacing of the human lands. The human area would be next, the pacing there is really good and the story lines are fun. Last would be the elf/dwarf area; it starts off ok, but the pacing and spacing of the quests are terrible. I am not sure what happened at Turbine, and why the quests here are so lacking. Apparently I am not the only one that has thought this since they are addressing it in the next patch.
We’ve completely redesigned the Elf and Dwarf new player progression and given Archet and The Shire a good polish as well. Players will find quests flow together more naturally and progression through the regions and levels is more fun!
I look forward to that. Continue Reading....
Posted by
MrAnderson
at
7:36 PM
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Operation Contacts 02
Today is “Operation Contacts” part 2. My campaign to try and gather some addresses of real people I can contact at places I am interested in talking to about job, or I have already sent resumes to.
Petroglyph
I took a look at their site when I got a tip they were looking to fill a position that I would be great in; Production Assistant. The job sounds great; the responsibilities match what I would like to be doing and the listed requirements match me very well. I also knew a friend of mine had interviewed with them and was very impressed by them, and that sealed the deal for me. Resume sent.
That was about three weeks ago and since then no response at all. I am not even sure if someone actually received my email. If someone out there has a contact email for a real person at Petroglyph, please drop me a note. I promise I wont badger or stalk them. I just want to ask about the position's status? Continue Reading....
Petroglyph
I took a look at their site when I got a tip they were looking to fill a position that I would be great in; Production Assistant. The job sounds great; the responsibilities match what I would like to be doing and the listed requirements match me very well. I also knew a friend of mine had interviewed with them and was very impressed by them, and that sealed the deal for me. Resume sent.
That was about three weeks ago and since then no response at all. I am not even sure if someone actually received my email. If someone out there has a contact email for a real person at Petroglyph, please drop me a note. I promise I wont badger or stalk them. I just want to ask about the position's status? Continue Reading....
Posted by
MrAnderson
at
10:57 AM
0
comments
Tuesday, March 03, 2009
Operation Contacts 01
On the job search front, I keep sending resumes out to what mostly feels like impersonal machine hive minds and not actual people looking to hire someone. This makes me sad, since every place I apply to I would love to work at.
So today I am going to actually start linking this site and officially launch "Operation Contacts" campaign in an attempt to gather some addresses of real people.
First up - Bioware Austin:
Yesterday I submitted my resume into the EAjobs site, applying for a Tester position down at BioWare Austin. The site gives very little feedback that I am not even sure if my application will ever reach an actual person down at the BioWare offices. So if anyone out there has a contact for anyone at that BioWare office, please contact me.
Next up - Turbine:
Yes, I can see that they don't have any QA tester, Community Management, In-game support, or a heck "someone to brew fresh cups of coffee" jobs posted currently on their website, but I am not letting that stop me. Please contact me. if you can provide me an email address of someone I could send a little note to. Continue Reading....
So today I am going to actually start linking this site and officially launch "Operation Contacts" campaign in an attempt to gather some addresses of real people.
First up - Bioware Austin:
Yesterday I submitted my resume into the EAjobs site, applying for a Tester position down at BioWare Austin. The site gives very little feedback that I am not even sure if my application will ever reach an actual person down at the BioWare offices. So if anyone out there has a contact for anyone at that BioWare office, please contact me.
Next up - Turbine:
Yes, I can see that they don't have any QA tester, Community Management, In-game support, or a heck "someone to brew fresh cups of coffee" jobs posted currently on their website, but I am not letting that stop me. Please contact me. if you can provide me an email address of someone I could send a little note to. Continue Reading....
Posted by
MrAnderson
at
12:21 PM
0
comments
Off the cuff
I am not sure how I missed this when it was first posted, but I think everyone should read this article by "rabbit" over at Gamers with Jobs; A Sense of Place.
Also, as you can probably tell from my recent posts, I am impressed by the job Turbine did with Lord of the Rings Online, but I have not mentioned the work they have done with tools on the official website. I may have to put together a full post to talk about these tools, but for now I will just say, well done Turbine. Continue Reading....
Also, as you can probably tell from my recent posts, I am impressed by the job Turbine did with Lord of the Rings Online, but I have not mentioned the work they have done with tools on the official website. I may have to put together a full post to talk about these tools, but for now I will just say, well done Turbine. Continue Reading....
Posted by
MrAnderson
at
11:44 AM
0
comments
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